class BD_Claws extends BD_Fists;
	simulated function doAttack(Pawn AttackedPawn, Vector HitLocation)//Do the actual hit to the thing
	{
		local vector X, Y, Z, Momentum;
		GetAxes(Instigator.rotation, X, Y, Z);
		Momentum = MomentumScale * X /*+ MomentumScale * Y + MomentumScale * Z*/;//Find the player's rotation in vector form and multiple it by the force of the attack
		if(currentfiremode == 0)
		{
			AttackedPawn.TakeDamage(WeaponDamage, Instigator.Controller, HitLocation, Momentum, class'DmgType_Crushed');
		}
		if(currentfiremode == 1)
		{
			AttackedPawn.TakeDamage(HeavyWeaponDamage, Instigator.Controller, HitLocation, Momentum, class'DmgType_Crushed');
		}
		if((RandRange(0,1.0) < 0.25) && (BlackDeathPawn(AttackedPawn) != none))
		{
			BlackDeathPawn(AttackedPawn).Stagger();
		}
	}
